Our new Indie Games subforum is now open for business in G&T. Go and check it out, you might land a code for a free game. If you're developing an indie game and want to post about it, follow these directions. If you don't, he'll break your legs! Hahaha! Seriously though.
Our rules have been updated and given their own forum. Go and look at them! They are nice, and there may be new ones that you didn't know about! Hooray for rules! Hooray for The System! Hooray for Conforming!
I'm working on an RPG system loosely based off of 4th edition D&D mechanics, but I'm adding some quirks that you won't find in D&D. One thing I'm having trouble coming up with is a reason to use different implement types (material types, not rod / staff / wand / etc). Instead of the spell itself dictating the damage and range, the type of implement used determines that.
Wood - Range 20, Dmg 1d4
Bone - Range 15, Dmg 1d6
Iron - Range 10, Dmg 1d8
Silver - Range 5, Dmg 1d10
My quandary is that I want to give different power sources benefits based on the element used and eventually add other elements and combinations of elements to create a more varied and interesting system than just the four above. The current power sources are: Arcane (fire, ice, lightning), Primal (acid, disease, poison), Shadow (unholy), and Divine (holy). I guess I could copy the Diablo naming style and add bonuses and penalties that way.